To all tradeskillerz,
A very important meeting is being scheduled for Saturday January 11th, 2003 at 17:30 (GMT) near the Bronto Burger in Back Yard 1 in Borealis.
We will be discussing possible ways to pesuade FC to make changes to their pollicies on trade skillz.
We will hear suggestions on how to improve trade skillz.
Specifically:
1. we would like to see an increase in the amount of XP given for using tradeskillz; implant creation, weapons creation, treatment labs...etc. The xp given should be no less than 25-50% of what would be earned if a mob of equivalent lvl were murdered. In the case of an implant. A LVL 200 mob might yield ~50k. In turn The creation of a QL 200 Implant, all three slots included, should yield no less than 12.5K-25k. As the system currently functions a full set of QL 200 implants would only yield roughly 30k.
2. We would like to see a decrease in the costs of purchasig materials used in the trade skill process. A reduction in cost, which would allow a trades person to sell an item for atleast 150-200% of what was spent in order to make the item. (re-usable resource not included, though the price structures of these items needs to be rethought as well). Tradeskillerz should be able to make a real living at their trade. We should not have to rely on tips for our services alone. We're not waiters from goodness sake.
As tradeskill enthusiasts we are tired of spending so much IP on tradeskills only for a negligible return on our investment. We want Funcom to rethink their approach to tradeskillz as a whole. It is our assertion that by improving the tradeskillz the social atmosphere of will be improved in like turn. As more people participate in tradeskillz, there will be more player to player interaction, involving something other than gunfire, and it will add a whole new dimension to role playing that most have yet to experience in-game.
All players, whether they directly participate in trade skills or not, will benefit from these changes, as they will no longer have to buy all items from the shops, and may find them even cheaper off of other players. No more wasting money in shops, that just suck up money into an endless vacuous void. That's right, these changes may assist in the development of a true player based economy, not one based on arbitrary numbers.
please send tells to Moesis or Aazamon in-game on the Atlantean server.
If you're a Rimor player and you're interested in contributing, just post here, and you will be contacted, include your in-game name- plz